Helldivers 1:Hunter

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Disambig.svg This article is about the Helldivers 1 Illuminate unit. For the Helldivers 2 Terminid unit of the same name, see Hunter.

Utilizing stealth and guerilla tactics these soldiers use long-ranged high powered electro-pulse gauntlets which vaporize the air at ranges up to 10km. The static air is clearly visible to the eye and as such, can be avoided before the actual projectile is fired.
For the ILLUMINATE, to become a HUNTER is the first step on the way to become an ILLUSIONIST.

Encyclopedia Description

The Hunter is an Illuminate Emblem.png Illuminate unit in Helldivers 1.

Stats

Illuminate Emblem.png Role Danger Weapons Resilience Armor
Light Infantry Medium Electro Pulse Medium None
Enemy detailed stats
Unit info Additional Notes
Difficulty appearing 2 to 15 From difficulty 13 appears

Elite Hunters with shield

Patrol unit? Yes
Can call alarm? No
Units per patrol 1
Health
Base Decay Additional Notes
Health 400 0
Constitution 0 0
Armor
Location Min Max Additional Notes
Default 0 0
Shield (Elite Hunter)
Base 200
Armor 0
Regen 666 / s
Delay 4 s
Movement
Acceleration 3
Patrol Speed 5 Move speed in patrol state
Move Speed 5
Turn speed 0.03
Follow range 16 m At what distance unit is

following a player

Status Effects
Status immunity Yes/No Additional Notes
Slow No
Stun No
Burn No
Poison No
Enemy Attack Stats
Electro Pulse
Power Firerate Aim Turn Speed Shoot Cooldown Angle Range Min Range Max Spread AP? Effects
300 450 0.9 1 s 12 m 17 m 0 Yes Unstoppable*

*Allows projectile to pass through all enemies it damages.

Tactics

  • Found on most planets with an Illuminate presence, Hunters patrol the battlefield individually, following semi-random patterns while searching for Helldivers. They patrol more often around mission objectives and are also attracted to Stratagem beacons.
    • As of the A New Hell free content update, shielded Hunters will start appearing mixed in with the regular variety only on Difficulty 13; on higher difficulties they fully replace regular variants. They function identically, other than being shielded.
  • Hunters always seek to engage Helldiver troops in combat from long range, using their sniper-like electro-pulse gauntlets. This weapon is extremely powerful and can kill players in a single shot, but takes a few seconds to charge (during which its intended path is clearly visible) and are unable to move while charging meaning it can be avoided easily in most situations. It should also be noted that Hunters cannot shoot through barriers generated by Obelisks, and will not attempt to do so. Hunters can also hit (and potentially kill) their fellow Illuminate, often 'accidentally' vaporizing Outcasts; Hunters can survive up to one blast from another Hunter, if cunning Helldivers trick them into sniping each other.
    • It is recommended to use the SH-20 Shield Generator Pack to block attacks from Hunters as a safety measure if one is susceptible to being sniped. Illuminate shields is also able to block attacks from Hunters.
  • Hunters have no melee attack and will flee from Helldivers who get too close. This tactic, combined with the relatively long charge time of their weapons, means that players are normally safe to ignore Hunters while moving from one objective to the next.
  • Hunters are most dangerous to turrets, Escort Objectives, and Deploy Objectives as they can shoot from beyond a turret's targeting range, kill multiple survivors with a single shot, and inflict significant damage to a Resource Convoy, Geological Survey Rig, or Missile with a single hit.

Gallery

Notes